Claim Missing Document
Check
Articles

Found 28 Documents
Search

Dragonfly Algorithm for Crowd NPC Movement Simulation in Metaverse Santoso, Ong, Hansel; Junaedi, Hartarto; Santoso, Joan
Bulletin of Social Informatics Theory and Application Vol. 6 No. 1 (2022)
Publisher : Association for Scientific Computing Electrical and Engineering

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/businta.v6i1.551

Abstract

During The Pandemic Period The Development Of Virtual Reality (Vr) In The Field Of Social Media (Metaverse) Is Very Fast To Give New Experiences. To Provide A New Experience, The Development Of A Supporting Virtual World As A Gathering Place Is Needed, To Support The Presence Of Others That Become A Factor Of Social Virtual Presence (Svr) Npc Is Required. Npc Crowds Will Be Tested In Job Fair Case Study By Compared Dragonfly And Particle Swarm Optimization Algorithms. Algorithm Testing Will Be Adjustable With The Same Parameters And Profiles For Individuals And Objectives. After Experiment And Evaluation, Dragonfly Algorith Was More Optimal And Provided Better SVR.
Tinjauan Realitas Virtual dan Game Serius dalam Terapi Perilaku Kognitif untuk Gangguan Kecemasan Sosial Pattiasina, Timothy John; Ar Rosyid, Harits; Handayani, Anik Nur; Junaedi, Hartarto; Trianto, Edwin Meinardi
Jurnal Pekommas Vol 9 No 1 (2024): Juni 2024
Publisher : Sekolah Tinggi Multi Media “MMTC” Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56873/jpkm.v9i1.5317

Abstract

This literature review discusses efforts to enhance cognitive behavioral therapy in addressing social phobia, such as social anxiety disorder, by utilizing serious games and virtual reality exposure therapy. In the worldwide context of the COVID-19 outbreak, conventional cognitive behavioral therapy faces significant challenges, prompting practitioners and researchers to seek innovative e solutions. During the conducted literature review, several research articles were identified that explore the utilization of virtual reality exposure therapy and serious games within the stages of cognitive behavioral therapy. Using the PICOC method and software such as Publish or Perish, Zotero, and VOSViewer, 30 journal articles have been obtained, indicating that virtual reality exposure therapy and serious games can enhance the effectiveness of cognitive behavioral therapy. However, there are clear signs suggesting that integrating virtual reality (VR) technology and serious games on smartphones into the cognitive behavioral therapy process could offer a promising avenue for new research. This approach may help address the challenges brought about by the effects of the COVID-19 pandemic on people with social anxiety disorder, particularly in Indonesia. Although further research and therapy adaptation according to the cultural context in Indonesia are needed, this development offers new research opportunities as an alternative therapeutic approach with significant advancements in addressing social anxiety disorder.
AGEN CERDAS BERBASIS CONTROLLER FUZZY PADA PERMAINAN STRATEGI PERTEMPURAN DENGAN BEHAVIOR TREE Trianto, Edwin Meinardi; Junaedi, Hartarto; Sutiksno, Hari
Seminar Nasional Ilmu Terapan Vol 1 No 1 (2017): Seminar Nasional Ilmu Terapan (SNITER) 2017
Publisher : Universitas Widya Kartika Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (421.882 KB)

Abstract

Perkembangan permainan strategi sekarang sudah sangat pesat. Salah satu permasalahan utama dalam genre permainan tersebut adalah bagaimana sebuah NPC (non playable character) dapat bermain dengan menggunakan strategi khusus untuk dapat memenangkan permainan. Untuk dapat membuat kecerdasan buatan pada NPC akan diterapkan logika fuzzy yang memudahkan NPC untuk menentukan action apa yang akan dijalankan. Action yang dipilih oleh NPC tersebut berupa behavior tree. Behavior tree tersebut dirancang untuk membuat NPC seolah olah memiliki behavior tertentu untuk sebuah kondisi tertentu. Behavior yang dijalankan akan ditentukan oleh fuzzy controller yang memiliki model fuzzy zero – order sugeno. Ketika diterapkan pada skema permainan, tingkat kemenangan NPC ketika menggunakan fuzzy controller dan behavior tree akan lebih besar dari pada sebuah NPC tanpa fuzzy controller yang hanya menjalankan 1 action saja
A Review Of Learning Management System Enhanced by Gamification Through Push Pool Mooring Model Eddy Triswanto Setyoadi; Syaad Patmanthara; Heru Wahyu Herwanto; Hartarto Junaedi; Titasari Rahmawati
IRDH International Journal of Technology, Agriculture and Natural Sciences Vol. 2 No. 1 (2025): March
Publisher : International Research & Development for Human Beings (IRDH)

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The COVID-19 pandemic has led to the rapid expansion of online learning programs in higher education, enabling students to access and study course materials independently. The Learning Management System (LMS) is pivotal in supporting this transition. Incorporating gamification elements such as leaderboards, levels, point systems, and badges into LMS platforms can yield mixed effects on learning outcomes. While gamification has shown potential to enhance motivation, and engagement, and create a competitive yet enjoyable learning environment, it can also result in increased stress, demotivation, and distractions if not implemented thoughtfully. This research aims to evaluate the efficacy of gamified LMS platforms by applying the Push-Pull-Mooring (PPM) Perspective Model. The study seeks to understand the factors that influence students' transition from traditional LMS to gamified systems, including motivations (pull factors), dissatisfactions (push factors), and inhibitors (mooring factors). By systematically reviewing 30 scholarly articles published between 2012 and 2022, the research provides insights into the psychological, behavioral, and educational impacts of gamification within LMS environments. The study aims to identify best practices for designing and implementing gamified LMS that maximize positive outcomes such as intrinsic motivation and active participation while mitigating potential downsides. Furthermore, it explores the implications of gamification for improving educational outcomes and informing future technological innovations in e-learning.
Extending the Expectation Confirmation Model to Examine Continuous Use Mobile Banking: Security, Trust, and Convenience Habib, Ahmad; Pramana, Edwin; Junaedi, Hartarto; Ronando, Elsen
INTENSIF: Jurnal Ilmiah Penelitian dan Penerapan Teknologi Sistem Informasi Vol 9 No 1 (2025): February 2025
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/intensif.v9i1.23751

Abstract

Background: Mobile banking adoption continues to grow, but user retention remains a challenge. Understanding the factors influencing continuance intention is crucial for improving long-term engagement. Prior research highlights the importance of confirmation, perceived usefulness, security, satisfaction, trust, and convenience, yet their interrelationships require further exploration. Objective: This study examines key determinants of users' intention to continue using mobile banking services, focusing on how confirmation, perceived usefulness, security, satisfaction, trust, and convenience influence this decision. Methods: A quantitative study was conducted using structural equation modeling (SEM) to analyze relationships among these factors. Data were collected from mobile banking users and assessed for statistical significance. Results: Confirmation significantly impacts perceived usefulness (0.576) and satisfaction (0.527). Perceived usefulness influences satisfaction (0.289) and continuance intention (0.396), while satisfaction also affects continuance intention (0.240). Trust plays a role (0.211), and perceived security strongly influences trust (0.651). Perceived convenience also impacts continuance intention (0.304), emphasizing its importance in user experience. Conclusion: Confirmation and security are critical for satisfaction and trust, which drive continued mobile banking use. Strengthening security, improving perceived usefulness, and fostering trust can enhance user retention. Future studies should explore additional variables, test the model across demographics, and assess the impact of emerging technologies like AI and blockchain. Longitudinal and experimental research may offer deeper insights into these evolving relationships.
Faktor Pengaruh Peralihan ke Online Learning pada Pegawai Negeri Sipil Berbasis Teori Push Pull Mooring Retno Susanti; Pramana, Edwin; Junaedi, Hartarto
Journal of Information System,Graphics, Hospitality and Technology Vol. 7 No. 1 (2025): Journal of Information System, Graphics, Hospitality and Technology
Publisher : Institut Sains dan Teknologi Terpadu Surabaya (d/h Sekolah Tinggi Teknik Surabaya)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37823/insight.v7i1.433

Abstract

Pegawai Negeri Sipil (PNS) diwajibkan untuk terus mengembangkan kompetensi minimal 20 jam per tahun, yang umumnya dilakukan melalui pembelajaran tradisional Pandemi COVID-19 tahun 2020 mengubah paradigma ini dan menjadikan Online Learning sebagai solusi utama akibat pembatasan sosial dan lockdown untuk mengendalikan penyebaran virus.  Bahkan, dalam perkembangannya, banyak instansi pemerintah mengadopsi konsep Corporate University untuk mendukung Online Learning, meskipun banyak menghadapi tantangan, seperti wilayah yang luas dan tersebar pada 38 provinsi dan 514 Kabupaten/Kota dan literasi digital yang rendah. Namun, seiring dengan meredanya pandemi, Online Learning menjadi suatu pilihan, bukan lagi keharusan dan pembelajaran dengan Traditional Learning kembali dibuka. Penelitian ini berusaha mengungkap faktor-faktor Pendorong (push) yang memengaruhi PNS untuk meninggalkan Traditional Learning, faktor-faktor yang menjadi Penarik (Pull) yang memengaruhi PNS untuk beralih pada Online Learning, dan faktor Penambat (Mooring) yang memengaruhi PNS untuk tetap menggunakan Traditional Learning atau beralih pada Online Learning. Berdasarkan data dari 463 responden PNS yang pernah menggunakan Traditional Learning maupun Online Learning yang diolah dengan metode analisa Structural Equation Model (SEM) dengan bantuan aplikasi SPSS dan AMOS, dapat diketahui bahwa seluruh variabel dalam Pull Factor secara keseluruhan memengaruhi keinginan berpindah, dan tidak seluruh variabel dalam Push Factor dan Mooring Factor yang memengaruhi keinginan berpindah.
Penempatan Posisi Multi Kamera Berdasarkan Gaya Sutradara Berbasis Logika Fuzzy Junaedi, Hartarto; Pranata, Jaya; Hariadi, Mochamad; Purnama, I Ketut Eddy
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 5 No 6: Desember 2018
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (4185.037 KB) | DOI: 10.25126/jtiik.2018561117

Abstract

Teknologi komputer saat ini telah banyak digunakan dalam pengembangan animasi atau permainan komputer. Salah satu teknologi itu adalah machinima yaitu suatu sistem yang menggunakan teknologi mesin grafik 3D untuk menghasilkan produk sinematik secara real time. Dalam proses pembuatan produk sinematik itu penempatan posisi kamera sangat memegang peranan penting. Penempatan posisi kamera ini tentu harus sesuai dengan kaidah-kaidah sinematografi. Penelitian ini akan mengusulkan sebuah pendekatan agen cerdas dengan multi perilaku untuk menempatkan kamera virtual dalam lingkungan virtual secara otomatis sesuai dengan gaya seorang sutradara. Setiap kamera virtual itu akan memiliki perilaku yang berbeda berdasarkan kaidah sinematografi sehingga memiliki Point of View (POV) yang berbeda. Untuk memberikan perilaku pada kamera virtual akan digunakan pendekatan berbasis logika fuzzy dengan menggunakan metode mamdani. Jumlah variabel masukan yang digunakan sejumlah tiga dan variabel keluaran sejumlah tiga dengan membership function antara tiga sampai lima. Penelitian ini akan menggunakan simulasi permainan komputer dengan tiga kamera virtual dengan perilaku yang berbeda untuk merekam adegan yang sama dan hasilnya akan divalidasi berdasarkan hasil pengamatan dengan komunitas juru foto.  Pada akhirnya dapat diambil kesimpulan bahwa pendekatan logika fuzzy dapat digunakan untuk memberikan sebuah perilaku atau gaya sutradara pada kamera virtual.AbstractComputer technology is has been used widely in the development of animation or computer games. One of the technologies is machinima, a system that uses reak time 3D graphics engine technology to produce cinematic products. In the process of develop a cinematic product, camera positioning is a very important component. The camera positioning must be comply with cinematography’s rule. This research will propose an intelligent multi agent behavior to positining a virtual camera in a virtual environment automatically according to the director’s style. Each virtual camera will have a different behavior based on cinematographic rules so that it has a different Point of View (POV). To assign a behavior on the virtual camera will be based on  fuzzy logic using the mamdani method. The number of input variables are three and the output variables are three with the number membership functions between three to five. This research will program  a computer game simulation with three multi behavior virtual cameras to capture some scene and the results will be validated based on observations with the photographer community. Finally it can be concluded that the fuzzy logic approach can be used to assign some behavior to a virtual camera.
Large Language Models for JSON-Based Function Call Planning from Indonesian Natural Language: A Restaurant Search Chatbot Case Study Mohammad Mauludin; Santoso, Joan; Junaedi, Hartarto
SMATIKA JURNAL : STIKI Informatika Jurnal Vol 16 No 01 (2026): SMATIKA Jurnal : STIKI Informatika Jurnal
Publisher : LPPM Universitas Bhinneka Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/smatika.v16i01.2216

Abstract

Large Language Models are increasingly adopted as planning components that translate natural language into structured representations for tool invocation, enabling executable interaction with backend systems through JSON based function calling. However, empirical studies focusing on Indonesian natural language remain limited. This paper presents a restaurant search chatbot case study that investigates JSON based function call planning from Indonesian user queries, with emphasis on the upstream planning task rather than conversational response generation. A synthetic dataset of 33,470 Indonesian restaurant search queries paired with ground truth JSON plans was constructed based on a predefined tool set and database schema. Supervised fine tuning with parameter efficient adaptation was applied to a pretrained language model. The fine tuned Mistral 7B model was evaluated using multiple metrics measuring JSON structural validity, tool sequence correctness, and parameter accuracy at different granularities. The results show strong performance, achieving a JSON structure validity rate of 0.97, tool sequence exact match accuracy of 0.92, column level accuracy of 0.97, and value level accuracy of 0.94. More stringent evaluation at the session level reveals remaining challenges in composing all parameters correctly within a single planning instance. Overall, the findings demonstrate that with carefully designed datasets and strict supervision, Large Language Models can reliably perform structured JSON based function call planning from Indonesian natural language, providing a practical foundation for extending this approach to other structured application domains where execution correctness is critical.